Medium Construct, Unaligned
AC 18    Initiative +3 (13)
HP 136 (8d8 + 40)
Speed 30 ft.
Mod Save
STR 22 +6 +6
DEX 9 −1 −1
CON 20 +5 +5
Mod Save
INT 3 −4 −4
WIS 11 +0 +0
CHA 1 −5 −5
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Gear Greatsword
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands Common plus two other languages but can’t speak
CR 7 (XP 2,900; PB +3)
Traits

Immutable Form. The golem can’t shape-shift.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two attacks, using Greatsword or Force Bolt in any combination.

Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.

Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.

Bonus Actions

Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).

Reactions

Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.

Habitat: Any

Zernn

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